Unorthodox Monks

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Pop Quiz: Is your d20 monk everything you want it to be?

Let The Le Games help you answer this question with UNORTHODOX Monks! This 20 page pdf contains 5 New Monks for you to use in any d20 fantasy world. Each Monk comes with a detailed background and new abilities that will make you say “hubba hubba”.

Written by Russel Lowe (and a hot cover by Brad McDevitt), this book details the following five new Monks:

-The Chaos Monk: Monks aren't always lawful, and they aren't always nice
-The Lasserator: Unarmed attacks are for sissies.
-The Shadow Warrior: A monk best described as a mix between a monk and a rogue.
-The Snake Master: When the snake strikes, beware.
-The Spiritual Defender: Paladins can't have all the fun. Evil Beware.

This zip file contains a fully illustrated Landscape PDF for easy online reading, Portrait PDF for low-ink printing (your ink cartridge will be happy), and our standard Rich-Text-Format version so that you can cut/copy/paste to your hearts content!

Not sure? Well come get the free demo!
 

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Unorthodox Monks is a 30 page mini-sourcebook released by The Le Games. Inside this full-color pdf, you will find 5 variant classes based off the Monk from the Player's Handbook. It can be found at rpgnow.com for $2, and it is well worth what you pay. Personally, I would pay more for it, because it is a great value. The product achieves what I believe it was sent out to do: to spark your imagination and make you want to use these classes.

The five classes that come with Unorthodox Monks are:

The Chaos Monk
The Lasserator
The Shadow Warrior
The Snake Master
The Spiritual Defender

A little about myself that is relevant to this review, I am the type of gamer/GM who doesn't really like the variant classes introduced in the 3.5 wave of products or thr 3rd party products throughout third edition. I believe that additional base classes should only be used when the setting calls for it. In most D&D campaigns I run, the only classes I use are out of the Player's Handbook. Most 3.5 classes I've seen don't seem very inspired; Unorthodox Monks presents a bunch of classes that inspire me and give me lots of ideas for characters, NPCs, and plots.

The Chaos Monk: Imagine a monk who, instead of developing their powers through rigid practice, uses them during a fiery passion. Well, you would have the Chaos Monk. The highlight of this class is a non-lawful monk who can rage like a barbarian. Eventually, they can place special weapon enhancements on their fists during their rage, such as Holy, Flaming, etc. Their unarmed damage and flurry of blows are slightly weaker compared to a normal monk, and they don't get all the versatile monk abilities, but I'm sure most player's will be ecstatic to play a monk who can rage without violating their alignment.

The Lasserator: Imagine a class based off the main character in Crouching Tiger Hidden Dragon, and you have the Lasserator in a nutshell. They are monks are focus their training on a weapon at the expense of their unarmed combat. (The illustration for the Lasserator is of a female warrior in a kimono wielding a katana, and it is very yummy!) Among their abilities, they gain bonuses to defense when wielding their specialized weapon, bonus feats for it (weapon focus, weapon specialization, etc.), the ability to leap onto the blade of the foes, and other cinematic abilities.

The Shadow Warrior: This class strikes me as a combination of the Shadow Dancer and the Monk. The Shadow Warrior doesn't receive the normal speed and AC bonus a monk does, and his Fortitude saving throw progression is worse. However, he does receive a number of new special abilities related to the shadows, the primary being the shade strike. It works like a sneak attack, dealing double damage instead of additional damage dice. However, as the Shadow Warrior gains in levels, the damage increases with his shade strike, and he can eventually deal ability damage through the strike. The other key ability allows the shadw warrior to dimension door by magically slipping through the spaces of reality. This strikes me as a good assassin/monk class.

The Snake Master: One who is a master of Ki based on a snake motif, the Snake Master receives a number of snake-related abilities. Abilities such as granting himself scales which give natural armor, a strike that deals ability damage (by damaging pressure points), healing himself with ki, paralyzing others, healing ability damage, and tremorsense round out a pretty awesome class. However, in exchange for these abilities, they take a hit to their Will save and unarmed strike damage, relying more on his ki abilities than damage.

The Spiritual Defender: Imagine a paladin crossed with a monk and that sums up the Spiritual Defender. They are denied the speed benefits and AC bonus of a normal monk, but are compensated with several special abilities useful against evil creatures and undead. They have an aura of holiness that gives them an AC bonus and save bonus against evil effects, extra damage versus undead, the ability to free himself from enchantments, transmutations, and curses, and perfect self. These and more abilities provide an able fighter against evil and the undead.

All in all, I gave this sourcebook a 4 out of 5 because some of the mechanics could use some improvement. For the most part, the classes are well done and would make a wonderful addition to any DMs game if he wishes to expand upon the Monk. At $2, this book is practically a steal, for the ideas and content it gives you.
 

Unorthodox Monk

Unorthodox Monks is another book in The Le Games unorthodox series. They seem to be covering all the core classes with these books providing five alternative ones for each. The books provide only core classes, so anyone looking for a class book that has feats, spells, prestige classes etc. will need to look elsewhere. That is not what the unorthodox series does.

Unorthodox Monks is a PDF by The Le Games. The Le Games has put out quite a few PDFs so far. The PDF is a little under two megs when one downloads it as a zip file. Inside the zip are four files, a read me text and three version of the book. Of the books in the unorthodox series I’ve seen this one has the best book marks in it. The art though is still not that great.

The Chaos Monk is the first alternate monk core class. As the name implies it is a monk that gets their ability through chaos and must be chaotic and not lawful. They are a much more combat oriented monk. They gain the ability to rage and to have their fists get enhanced my magical properties as they do. For instance they can strike as a magic weapon at fifth, use either frost, shocking or flaming at ninth, and holy or unholy at level fifteen. A lot of their abilities really depend on the rage.

The Lasserator is like a monk except they focus more on weapons. They learn to block arrows, move fast, still gain unarmed attack damage though not as good, and learn to leap incredible distances if welding their weapon. The version of the monk is very much like the martial art movies were the masters do amazing and impossible tricks of wire work. It works well here.

The Shadow Warrior is a non good monk with a knack for the shadows and shadow strikes. A shadow strike is like a sneak attack except that it deals double damage and can never be a ranged attack. They get some rogue like abilities like a version of trap finding; hide in plain sight, and a dimension door like ability. The class seems pretty solid if a little narrowly defined.

The Snake Master gains abilities of a snake and some interesting snake named combat actions. They can drain abilities as they gain levels but never at an alarming rate. They can make their skin scale like for an AC bonus and acid resistance but it does cause a charisma negative. Their unarmed damage is not as good as a traditional monk, but they do get the fast movement and some AC bonus. It is another well focused core class.

The Spiritual Defender is a monk that is devoted to seek out and destroy undead and other evil creatures. They gain abilities that allow them to ignore the damage reduction of all undead and eventually all evil creatures, see through the concealment and illusions, and other good defenses.

Some of these core classes are a little more narrowly defined for traditional core classes and might serve better as prestige classes. But that’s up to each individual DM to make that decision. I feel they work well and this is the strongest of the Unorthodox books I have seen.
 

Gosh. Two bucks for thirty pages - you can't fault that. The Le's Unorthodox series tours through d20 D&D's core classes and for this review we're looking at Unorthodox Monks.

With Unorthodox Monks we might expect to find alternatives to the traditional monk class. The first unorthodox alternative I thought of - and hoped for - was that of a monk. The traditional European monk, that is. Sure, since this is an action game we'd probably be looking at a Friar Tuck type monk; a jolly round man, with some mysticism, a belly laugh and a powerful punch. He might even have some healing abilities. But no; we're not that unorthodox. We don't even have a pacifist monk.

Unorthodox Monks gives us 5 variations on the Asian monk stereotype. I think "variation" is the right word. They're all deadly.

The Chaos Monk doesn't have the discipline needed to be a monk. Hmm. Wait. We're still talking about the Chaos \Monk/ though? The Chaos Monk concentrates his ki into his punches and focuses on destroying things. They're deadly in hand-to-hand combat.

The Lasserator is deadly in melee combat. The Lasserator concentrates their efforts, training and ki on their melee weapon of choice. The class is clearly inspired by the Hong Kong opera style of movie (Hidden Tiger, Crouching Dragon) as the Lasserator leaps from tree to tree trading razor sharp and highly accurate sword blows.

We're told that at high levels the Shadow Warrior is almost impossible to kill. It seems quite likely as they're able (at 19th level) to turn ethereal. This will make them rather awkward to hit, true. The Shadow Warrior is the ninja inspired monk alternative. They're the creepy sneaky ones. Oh, and they're deadly.

The Snake Master makes your usual monk look ineffective. These monks are the masters of combat. In fact they've turned away from any pretence of spiritual mastery in favour of learning more butt-kicking moves. The Snake Master's particular shtick is the pressure point attack. They're deadly.

Not all the monk alternative monks here prefer to ignore the spiritual side in favour of becoming hot combat machines. The Spiritual Defender is humble and pure. It just so happens the Spiritual Defender finds himself forced into fighting evil in order to defend good. They get their powers from their purity. It shouldn't be a surprise to discover that the Spiritual Defender is deadly.

It's perhaps fortunate that on my very first flick through Unorthodox Monks I noticed the paragraph about game balance in the PDF's introduction. I think it's impossible to say that "Class Y is too powerful". It all depends on what type of game you're in. I prefer low powered games and for me all these monks aren't balanced. I have many friends who'll be able to use all five of these alternative classes at once in their cinematic fantasy adventures. Balance is peculiar to your current group of characters in their current setting. It could all change. The Le offer a nod to this and offer some quick suggestions on how to balance these classes for your game. This includes simply tinkering with damage dice or save bonuses. It may seem like common sense but I always appreciate having it black and white.

It might be easy to assume that Unorthodox Monks has simply whacked out five cheap combat classes. Well. Um. They are cheap - only $2 remember. Yeah, they're combat classes too. But! These aren't quick and shallow. Each class as between 5 and 6 pages all to itself and that's more than the core rules allow. One of my pet peeves in third party classes is that they can be uninspiring in their class specials. Power Punch +1, Power Punch +2, +3, +4, +5 and +6 just doesn't thrill me. We don't have that problem here. Okay, actually, quite a few of these unorthodox classes do stack up to +5 and +6 specials they're not at the expense of other abilities. Each unorthodox class, though combat based, does manage to have a unique feel.

It was the artwork which caught my attention the most in Unorthodox Monks. I know expect and demand beautiful ladies in skimpy clothes in every The Le's product (grin).

... but really there's a valid point there. Unorthodox Monks represents great value for money. These classes are thorough and well thought out. I just don't want to use any of them. They concentrate on the most annoying (for me) aspect of the monk class and go to town on them. I think these alternatives are unorthodox only because we might wonder why some of them qualify for ki at all. We don't really push the monk class much at all here. For me this results in a PDF which scores as many plus points as it does negative points and lands slap bang in the middle of the "good enough" / "acceptable" pigeon hole.

I think I'm on the harsh side of the Unorthodox Monks potential readers but perhaps not a minority. Although this is certain a "pass level" supplement for me I suspect it really will appeal to certain types of monk class fans and I can see it being really useful in certain campaign worlds (I just can't shake the anime feel here). And again, at $2 it's not an expensive experiment to find out which category you might be in.

* This Unorthodox Monks was first posted at GameWyrd.
 

"The Lasserator is deadly in melee combat. The Lasserator concentrates their efforts, training and ki on their melee weapon of choice. The class is clearly inspired by the Hong Kong opera style of movie (Hidden Tiger, Crouching Dragon) as the Lasserator leaps from tree to tree trading razor sharp and highly accurate sword blows."

... :-/

*Please* tell me there's a good reason they didn't spell this Lacerator.

I don't know whether it would be worse if it was a horrible, horrible spelling error, or if they did it deliberately because they thought it looked kewl.

"In fact they've turned away from any pretence of spiritual mastery in favour of learning more but kicking moves."

I had to read that three times to make sense of it. You mean "more butt-kicking moves".

"I think it's impossible to say that "Class Y is too powerful". It all depends on what type of game you're in."

Er, no, it depends on how it compares to other classes. If Class Y is head-and-shoulders above all other classes in power-level, it's too powerful, no matter what type of game you're in.

Wyvern
 

I'm at work here - but I think the Lasserator spelling is theirs, the butt-kicking spell check foobar mine and power issues really are per game (house rules, availability of magic weapons, combat frequency, etc) but I agree that a vanilla mathematical analysis can suggest one class seems to be out of step.
 

By Russel Lowe
Published by The Le Games
Pages: 30 (onscreen version), 27 (print version)
Fully bookmarked

Disclaimer: This is not a playtest review. I did not buy Unorthodox Monks, it was sent to me for review.

Unsurprising to those already familiar with the Unorthodox series of class “books” by The Le Games, Unorthodox Monks arrives as a zipped file containing three versions. One version is a PDF in landscape format, meant for viewing on-screen. The second version is done in the standard portrait format, for those who hate reading documents in landscape, or for printing out. The third version is in Rich-Text-Format, allowing one to easily copy-and-paste material into their own notes. All the documents are in standard two-column format. Besides the front cover of the print version, only the on-screen copy, that is to say, the landscape version, contains any artwork. I was not particularly inspired by any of the artwork, but it did get the job done of breaking up large sections of text. Both PDFs come fully bookmarked.

Unorthodox Monks contains five new 20-level monk class variants to introduce into your game. The title page, if you ignore the fact that an obvious copy-and-paste error claims you are instead reading “Unorthodox Druids”, also contains brief suggestions on how to balance the various classes for your own game. The suggestions are vague and all-encompassing (i.e. change hit dice or number of skill points per level), and I would have preferred to see such advice presented for each individual class, tailored specifically to potentially problematic class features. Because really, if you’re having a problem with a particular character class, chances are it’s not caused by the class having too many or too few skill points. What would also have been nice would be for the, admittedly rather short, table of contents to contain page numbers. The provided bookmarks don’t work if you print the thing out.

The first monk variant to which we are introduced is the Chaos Monk. Whereas traditionally monks tend to have a lawful bent, chaos monks gain their power from their passions and anger. I’m not sure if it was intentional or not, but the beginning of the class write-up made me immediately think of the Sith in the Star Wars universe. Perhaps that is the archetype that this class variant is trying to emulate and adapt to the world of D&D fantasy. Chaos Monks come from those who fail to find inner peace, and for one reason or another, leave the tranquility of the monastery to find their own path. In terms of abilities, it gives up the monk’s good Will save, slightly slows down the unarmed strike damage progression, and removes the various special abilities ala Wholeness of body and Diamond soul. In return it gains the ability to rage like a barbarian, with a similar progression schedule, and the ability to imbue an unarmed strike while in rage with a weapon property such as flaming or merciful or unholy. In short, the class takes away many of the features that make the traditional monk’s more survivable, and replaces them with several of a more offensive bent. Interestingly, the Flurry of blows class feature has been replaced with something called Flurry of hits, with the intent of slightly weakening the class ability. And much like in the PHB, there is a Flurry of hits attack bonus entry in the class progression table, which has the odd property that, compared to the class’s BAB for the same level, the relative penalties for attempting a Flurry of hits sometimes go up as the character gains a level. In addition, included is a table for the unarmed strike damage for small and large characters, but it is exactly the same as that in the PHB. Which is to say, it ignores the Chaos Monk’s slower rate of progression. Oops.

Next up is the Lasserator (sic). The class abilities for this particular monk variant had me thinking of the characters in Crouching Tiger, Hidden Dragon. Focusing on a specific weapon, this heavily wuxia-inspired class gains a variety of abilities related to striking with speed and precision, using the weapon for blocking attacks both melee and ranged, and jumping. It sacrifices again the Will save and the unarmed strike progression, in addition to many of the monk’s usual special abilities including the Flurry of blows. Which I find odd, because it seems like such an obvious shoe-in for the class to be able to flurry with its focused weapon. Interestingly, where the table for smaller and larger sized lasserators’ unarmed strike damage does match up with class’ damage progression, the column headings themselves refer to the damage for small and large “perfect warriors”. Nowhere else in the document does the phrase “perfect warrior” exist.

The third monk variant presented is the Shadow Warrior. Not too surprisingly, the inspiration for this class is clearly and unabashedly borrowed from the ninja archetype. What is pleasantly different is that it doesn’t go the obvious route and give the class sneak attack dice. Rather, in the same circumstances that a rogue would be able to use their sneak attack ability, the Shadow Warrior can perform a Shade Strike, which does double damage. As the class progresses, on a Shade Strike the Shadow Warrior can choose to instead do a point of Strength or Constitution damage rather than double damage. However, it is a full-round action, making it impossible to use during a surprise round (huh?) or with iterative attacks (double-huh?). Making it even less appealing, critical hits are ignored on a Shade Strike. The class is otherwise something of a rogue with an unarmed strike damage progression. Some of the other class features sound nifty, but are of dubious benefit. For instance, Cloud the Foolish Mind forces those trying to make opposed Spot or Listen checks against the Shadow Warrior to Take 10 on their checks. Perhaps the most entertaining class ability is the Immortal Dodge. If a blow would bring a high enough level Shadow Warrior below 0 hp, on a successful DC 25 reflex save the character instinctively dimension doors away unharmed, sans any clothing and equipment! Another particular class feature I find interesting and flavourful is Mind Over Flesh. A Shadow Warrior gives up the good Fortitude save progression of the regular monk, but with Mind Over Flesh they get some of it back, as they can use their Will save against regular poison and disease effects instead. Why this is a supernatural ability, thereby being suppressed while in an antimagic field, say, utterly mystifies me.

The Snake Master does not, as one might guess from the name, actually summon, keep, or otherwise control snakes. Rather, over the course of the class’ advancement, it gains the capability to deal ability damage with its unarmed strikes, interrupting the target’s ki, and simulating to some degree the effects of a snake’s venom. As well, much of the flavor of the class is snake-like in nature. For example, at 3rd level, it gains Snakeskin, where the Snake Master can turn their skin to scales, thereby gaining a minor AC boost and a small amount of acid resistance in exchange for a penalty to Charisma.

Finally we come to the Spiritual Defender, which is sort of what you get if you mix the monk with a paladin, a spiritual pugilist dedicated to combating undead and evil creatures. Along the way the class gains an AC and save bonus similar to that provided by a protection from evil spell, extra damage to evil creatures and undead, the ability to penetrate an undead or evil creature’s damage reduction, immunity to death spells and effects, eventually even to negative levels. In return it sacrifices the base monk’s speed, its good reflex save, and evasion.

Unorthodox Monks is full of good ideas, taking archetypes that are both familiar and foreign, and making a passable stab at fleshing them out for D&D. It is short, simple, and to the point. There are no prestige class, no magic items, no feats, no variant animal companion rules, just five new monk classes, exactly what it claims to provide. But its implementation is somewhat lackluster, and where it fails, it fails for editing and an understanding of how the underlying d20 game system is supposed to work.

When I first flipped through the PDF to get a feel for it, I almost immediately did a double-take at the second class name, Lasserator. Presumably stemming from the root word “lacerate”. A nit-pick perhaps, but as a first impression, it did not inspire me with confidence. The title page claims to be for “Unorthodox Druids”. Typos exist such as “Hide in Plain Site”. The tables describing damage for small and large unarmed strikes are formatted differently. All of these little things eventually add up. Why does the Spiritual Defender “Abilities” paragraph claim that Charisma is an important skill for the Spiritual Defender because it aids in their ability to turn undead, when the class itself isn’t actually given any ability to turn undead? Or indeed anything that works off of the character’s Charisma score. Several of the class write-ups also indicate that Wisdom is an important ability score, even when the class itself never gains any special abilities that key off of it. Why does Snake Sense describe being able to sense all creatures touching the ground within range, but never actually explain what that range is or what it refers to. Why are the Fortitude save DCs calculated differently for the Snake Master’s different special abilities? Specifically, why is one (8 + Class Level) and another (10 + half Class Level + Ability bonus)? It’s not because one is a supernatural ability and the other is an extraordinary ability. If it were, the first DC would be calculated using the formula for the second. Why is the Spiritual Defender allowed to flat-out bypass the damage reduction of evil creatures, that is, roughly half of the creatures in the Monster Manual, instead of using some variant of the already familiar ki strike mechanic?

Couple all of this with the generic disclaimer at the beginning that the presented classes are not necessarily balanced for everyone’s campaign (why not balance them against those presented in the PHB?), and as a DM I have little confidence that I can take these classes and use them “out of the box”, as it were. That said, the classes are interesting at least, and they do provide novel approaches to some of the more common archetypes players would want to play. Before purchasing, just be aware that some tinkering will invariably have to take place before your game’s DM will be happy with these classes.


Reviewed by Scott Benoit
 

Thanks for all the comments!

It is really hard to please every campaign world, and thus it is impossible to have a book like this ready "out of the box".

While the Chaos Monk may be very powerful in a place like Eberron, it may be severely underpowered in a place like Forgotten Realms or some other home brewed world.

Unfortunately things are just not cut and dried in the d20 world.

~Le
 

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